17 OCT 2021 by ideonexus

 Know Then Thyself

Know then thyself, presume not God to scan, The proper study of mankind is Man. Placed on this isthmus of a middle state, A being darkly wise and rudely great: With too much knowledge for the Sceptic side, With too much weakness for the Stoic’s pride, He hangs between, in doubt to act or rest; In doubt to deem himself a God or Beast; In doubt his mind or body to prefer; Born but to die, and reas’ning but to err; Alike in ignorance, his reason such, Whether he thinks too little or too much...
Folksonomies: empiricism understanding
Folksonomies: empiricism understanding
  1  notes
 
14 OCT 2021 by ideonexus

 Temple of Reason 2/2

At the foot of the mountain, pure water flowed from a spring, falling by various cascades; twelve men dressed as mountaineers, armed with pikes and with civic crowns on their heads, were hidden in caverns in the mountain; as the procession arrived, singing the last couplet of the Marseillaise, the mountaineers quietly came out of their caverns without fully revealing themselves, and when “Aux armes, citoyens” was sung, they ran to get axes to defend their retreat, posted themselves on di...
  1  notes
 
27 JAN 2021 by ideonexus

 Japanese Thumb Game

In this game, all players start by holding out both fists. One player starts the action by yelling “1, 2” (to get the other players ready) and then another number, which is his guess. Right after he yells “2” each player sticks up either 1 thumb, 2 thumbs, or no thumbs. The active player is trying to guess how many total thumbs (including his own) will be up. If he is wrong, the next player takes his turn. If he is right, he removes one of his hands from the game and takes another tur...
Folksonomies: games
Folksonomies: games
  1  notes
19 DEC 2020 by ideonexus

 Chess as Recursive Evaluative Hunting

In chess, concentration usually unfolds in quick succession through perceiving, desiring and searching. But it’s recursive, so I often find something I didn’t expect in a way that leads me to see my position differently and want something else from it. My perception is pre-patterned through years of experience, so I don’t see one square or piece at a time. Instead, I see the whole position as a situation featuring relationships between pieces in familiar strategic contexts; a castled ki...
  1  notes
09 NOV 2019 by ideonexus

 Variable Ratio Schedule for Getting Kids Addicted to Boar...

In light of the above, here’s a solid Variable Ratio Schedule for playing board games with your kid: the first time you play a particular game, let the kid win. thereafter, let the kid win some of the time. 60% of the time is good to start (you can dial it down slowly as the kid improves if you want). make the sequence of wins and losses as random as possible. critically, make the outcome as close as you can every time, especially when the kid loses. She should always feel like she bare...
  1  notes
10 MAR 2019 by ideonexus

 AI Can't Tell You Why It Did Something

The problem comes when the database and the engine go from )ach to oracle. It happens quite often that I will ask one of the students about a move from one of their games, and why he made it. If the move comes early on, the answer is almost always, "Because that's the nain line." That is, that's the theoretical move in the database, likely 5layed by many Grandmasters before. Sometimes the move isn't thery, but the student prepared it with the help of an engine, so the anwer is similar: "It's ...
  1  notes
 
10 MAR 2019 by ideonexus

 Outboard Brain

Following in the grand tradition of nearly every new technology, nobody started to panic about the potential downsides of cognitive outsourcing until kids starting doing it, and doing it in ways that their parents didn't understand. They type with their thumbs in ugly slang and funny symbols. They have short attention spans. They can't remember their own phone numbers. They spend more time on social media than they did with their friends irl (that's "in real life," my daughter tells me). They...
  1  notes
 
10 MAR 2019 by ideonexus

 How Computational Review of Chess Games Revealed Narrativ...

Paradoxically, when other top players wrote about games in magazines and newspaper columns they often made more mistakes in their commentary than the players had made at the board. Even when the players themselves published analyses of their own games they were often less accurate than when they were playing the game. Strong moves were called errors, weak moves were praised. It was not only a few cases of journalists who were lousy players failing to comprehend the genius of the champions, or...
  1  notes
 
04 NOV 2018 by ideonexus

 Brian-Sutton Smith's Seven Rhetorics of Play

Play as Progress: Play is a way of turning children into adults. Play is valuable because it educates and develops the cognitive capacities of human or animal youth. Examples: All forms of children's play and animal play Play as Fate: Human lives and play are controlled by fate in the form of destiny, gods, atoms, neurons, or luck, but not by free will. Examples: Gambling and games of chance Play as Power: Play is a form of conflict and a way to fortify the status of those who control the p...
Folksonomies: games culture play
Folksonomies: games culture play
  1  notes
 
04 NOV 2018 by ideonexus

 The Pleasure of Entrainment

If entrainment is a form of pleasure, it is a pleasure at once structural and experiential, both mathematically regular and playfully flexible. Entrainment is not a phenomenon completely unique to games, but it does come very close to identifying the curious structural pleasure that all game experiences seem to contain: the meditative patterns of Tetris; the turn-taking, clacking cadence of Billiards; the rhythmic shooting pattern of Space Invaders; the pulsing flow of cards, hits, and chips ...
Folksonomies: entrainment
Folksonomies: entrainment
  1  notes